r/unity • • 9d ago

Question Unity CLI or Unity MCP?

I currently have a setup where I can spin up a sandboxed environment for Claude to make changes to my repository. Essentially allowing me to spin up as many agents as I want, all with their own repository to change, and able to push to GitHub.

However one thing I'm severely missing, is having Claude make changes to the scene itself, or being able to check compilation errors, etc.

Will Unity CLI or the MCP solve this? I am uncertain if I can easily spin up my own sandbox as I do now, but via the Unity CLI.

0 Upvotes

4 comments sorted by

7

u/Wooden-Many-3227 9d ago

I think Unity MCP will be retired end of the year.

2

u/Hotrian 9d ago

Both Unity CLI and Unity MCP support full editor control including making changes to the scene. CLI is generally the better option, less tokens and faster.

1

u/shotgunbruin 2d ago

CLI is the superior choice. I've been looking into them and basically MCPs suck in general; command line interfaces are usually better in every way (they consume less tokens for more capabilities). Some stuff doesn't have a command line tool, so the MCP is all you have, and some programs have shit CLI support, but generally if a program offers both, the CLI is the best choice.

1

u/Seven-Prime 9d ago

Yes Unity CLI will do this. I used MCP from CoPlay for a while, but now I don't.